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Base Difficulty + Lowest Class between Origin and Destination

Examples:
Class D  Class E = Base ( ) + Class E (
Class A  Class X = Base ( ) + Class X (

)=(
)=(

)
)

Order of Calculation:
1) Determine Plotting Difficulty based on origin and destination
2) Add modifications as required (see below).
3) Apply astrogators talents
4) If the check fails, the ship does not enter hyperspace as the
formula entered into the navi-computer for it to act upon is
wrong. The coordinates must be re-calculated. a, t, x and
y may then be used by the player and GM to modify the
check as per spending a, t, x and y in combat.

ACTIVITY

Fuel Expended

Entering Hyperspace

1 Cell

1 Hex travelled in Hyperspace

1 Cell

Month of Real-Space Ops.

1 Cell

One Hour of Combat Maneuvers

1 Cell

One Hour of Atmospheric Flight

1 Cell

This fuel consumption is based on the use of an Imperial


Standard Mark IV Fuel Cell. Most Light Freighters carry 50 cells.

Duration Modifiers

Modifier
2 hours. Total journey duration
cannot be reduced any further
than 1 hour

Per Hex

Base Difficulty
Easy

Ships hyperdrive multiplier

x Hyperdrive Class

Destination Type
Imperial Class Starport

(A)

Plotting Difficulty

Stellar Class Starport

(B)

Simple

(-)

1 round

Easy

( )

2 rounds

Average

Hard

Daunting

Formidable

Standard Class Starport

(C)

Limited Services Starport

(D)

Landing Field

(E)

No Starport

(X)

+
+
+

Per additional region travelled/crossed

Time to Calculate

5 rounds

10 minutes

1 hour

)
)

4 hours

Trade Route Modifier


Type 1 - Galactic Trade Route

(i.e. Perlemain Trade Route)

Type 2 - Major Sector Trade Route

(i.e. Prousley's Rim Run)

Type 3 - Minor Sector Trade Route


(i.e. Well documented route between systems in a
sector)

Type 4 - Travel to Civilized World

MIS-JUMPS
If a misjump occurs (or a micro-jump is performed), the ships nav
computer must wait 1 hour before another jump may be
attempted. This is to allow the nav-computer time to recalibrate and determine the location of the ship.

Upgrade Difficulty
per hex

DIFFICULTY AND UPGRADES


Once a difficulty increases beyond Formidable (
), the
check is thereafter upgraded once per each additional level of
difficulty instead of the normal requirement to spend a Destiny
Point. There is no upper limit to the number of boost or set-back
dice that can be added to the check.

(i.e. known, but not well travelled route)

Type 5 - NonNon -chartered Journey

(i.e. unknown route; an unchartered "X" world)

Travelling through an Anomaly Hex


An anomaly includes black holes, gas clouds, known
areas of concentrated space debris, and supernovas.
To determine if a route goes through a hex grid, draw
a line from the centre point of the origin system to
the centre point of the destination system. If the line
crosses a hex grid containing an anomaly, the route is
considered to have passed through the anomaly hex.

Travelling through a System Hex


To determine if a route goes through a hex grid, draw
a line from the centre point of the origin system to
the centre point of the destination system. If the line
crosses a hex grid containing a system, the route is
considered to have passed through the hex.

per hex

Starship Condition
Ship Lightly Damaged (Hull Trauma > 50%)

Ship Heavily Damaged (Hull Trauma < 50%)

No nav computer or Astromech droid


+

per level**

Thorough Calculations *

per level**

Using outdated/antiquated charts

or more

Using updated charts

or more

Imperial Supply Run (Between Bases)

per level

*
**

 Each additional s reduces time to calculate by 1 level.

 Each additional s allows better positioning when

arriving in system (see Table: Sublight Travel Times).


Times
a

 For every a, reduce total travel time by 10% up to a

 Reduce time to calculate to 1 round.


 Reduce total travel time by 25% per x to no more

total of 50%.

Rushed Calculations *

Route Travelled Previously

s
+

Miscellaneous Astrogation Modifiers

Sector Ranger Patrols (Between Bases)

MICROJUMPS
A micro-jump may be performed in emergency situations. When
)
this occurs, the character must make a moderate (
Astrogation roll. Failure indicates a mis-jump.

+
Upgrade Skill

Increased or decreased time taken to calculate the jump to hyperspace.


You can never reduce the calculation time to less than a round, and never more
than 4 hours. Difficulty Upgrades can never be removed in this manner.

than 75%.
 Arrive precisely in system as required by the player.

 For every t increase total travel time by 10%.


 Increase positioning when arriving in system (see

Table: Sublight Travel Times).


Times
ttt  A mis-jump occurs. GM determines location of arrival
within trajectory.
or y
y

 For every y increase total travel time by 25%.


 Hyperspace mishap. Ship incurs a critical hit, with +10

per additional y on the check.

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